Creating a rulebook might seem like a straightforward task, but it’s actually one of the most challenging parts of game design.
It’s not just about telling players how to play; it’s about making sure the game is intuitive, easy to understand and flows naturally.
For Blitz Creed, we started with a rough version of the rulebook, jotting down key mechanics and basic instructions. What seemed like a simple task soon turned into a complex process of iteration, feedback and constant revision.
Jotting Down the Basics
When we first started drafting the rulebook, we kept it simple. It wasn’t about perfection or layout, it was about getting the game mechanics and structure on paper.
The core of the rulebook was focused on explaining what happens on a player’s turn and what they could do when it wasn’t their turn.
We also needed to make a clear distinction between a turn and a move.
A turn is the full cycle in which a player performs their actions, this could involve multiple moves.
A move on the other hand is a specific action taken during a turn. Like playing a card, drawing a resource, or attacking an opponent.
Understanding this difference was crucial for making the game feel smooth and ensuring players knew how to pace themselves.
In the early drafts, we kept things broad, no fancy terminology or overly complex language. We just wanted to make sure that players could grasp and play the game after reading the instructions ONCE.
Could they take multiple actions per turn? What were the limits to those actions? What about the actions they could take during other players’ turns?
The Importance of Clarity
As we continued to playtest, we realised the importance of clear and simple language. Even though we had a rough version of the rulebook, it wasn’t enough. We had to keep simplifying.
At first, our rulebook was filled with technical jargon and unclear explanations, making it hard for players to grasp the flow of the game. We needed to ensure that the game was easy to understand and didn’t overwhelm players with complex rules.
What became clear was that players need to know not only what they can do on their turn, but also what options are available to them during other players’ turns.
Blitz Creed is a competitive game, but there are moments when players can influence the game even when it’s not their turn. For example, some cards or abilities may let players take actions in response to an opponent’s move.
Making sure these opportunities were clearly explained took a lot of trial and error.
Iterate, Improve (Rinse & Repeat)
As with any game design process, the rules weren’t set in stone. After each playtesting session, we went back to the rulebook and made changes.
Blitz Creed’s core rules were altered at least ten times during the first few months of testing. With each round of feedback, we identified problems or areas that were unnecessary, overcomplicated and confusing to players so we refined the rulebook regularly.
At one point, we realized that the rulebook itself had been altered over 50 times! We went through countless revisions, constantly tweaking the language, reorganising the content and simplifying where we could.
Sometimes it was just minor changes, rewording a sentence or clarifying a confusing rule. Other times, we made bigger changes, such as modifying the flow of the turn or adjusting how certain mechanics worked to make the game smoother.
This process of iterate and improve is essential. No rulebook is perfect the first time around. It takes time to find the right balance between providing enough detail and keeping the game easy to follow.
Feedback from playtesters was crucial and without it, we wouldn’t have been able to identify where players were getting stuck or frustrated.
The Final Touches
Even once the core mechanics were locked in, the job wasn’t done. The layout and presentation of the rulebook played a huge role in how easily players could understand it.
We added visuals, examples and illustrations to make complex rules easier to digest. A quick reference guide was also included for players to quickly check rules during gameplay without having to read through the entire rulebook.
The final rulebook wasn’t just a manual, it was a tool to help players enjoy the game without confusion. It was something we worked on, revised and polished until we felt it gave players the clearest path to playing and enjoying Blitz Creed.
If you’re designing a game, don’t rush the rulebook. Start with a rough draft, test it, revise it and repeat.
The more you play and refine, the clearer your game will become.
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Brainstorming Ideas
Designing The Cards